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Thomas Brush: Building Indie Games Full-Time
R
Ravenza Editorial
91 installs · 37 sources · Updated 8/19/2026
Thomas Brush documents the creative and commercial reality of making indie games for a living. This Skill organizes his public videos, interviews, and show material across prototypes, scope, art direction, playtesting, Steam, funding, publishing, marketing, launch decisions, and career risk.
thomas-brushindie-gamesgame-developmentsolo-developmentgame-designsteampublishingfundingmarketingplaytestinggame-business
Example questions
→Plan a finishable indie game from a playable promise.
→Choose a prototype that tests the core feeling.
→Diagnose why a project keeps losing momentum.
→Turn playtest observations into a prioritized fix list.
→Choose a controllable visual direction for a small team.
→Decide whether a Steam page is ready to collect wishlists.
Related Skills
Sources
23 podcasts, 14 videos
My Game Just Got 100,000 Wishlists... Here's How To Do Ityoutube.comWhy I Spent 5 Years On My Game (And Was It Worth It?)youtube.comThis Is Why You Keep Quitting Your Games!youtube.comI Have Some News About My Indie Game "Twisted Tower"youtube.com7 Tools Every Indie Game Developer Needs in 2026 (And ONE That Actually Matters Most)youtube.comWe Need To Talk About My Game "Twisted Tower" (5 Years Later)youtube.com
Update history
New Skill version · 8/19/2026
Replaced two overextended claims with source-aligned guidance and removed an unsupported editorial-rights unit from the authored knowledge graph.
Skill details refreshed · 8/18/2026
The title, description, or cover was improved.
Initial release · 8/17/2026
First published on Ravenza.